Sindeloke
2014-10-22, 12:22 AM
I like backgrounds, but there seem to be some major holes in the archetypes they cover, especially when I look at the various jobs and life experiences characters are likely to have in my homebrew setting. So I made some more.
I basically only worried about the mechanics; if my players need roleplaying aids I'll encourage them to just pick from across all the existing backgrounds, there's more than enough to start from there.
So!
You grew up living off the land. You raised sheep for wool, kept an orchard, helped your clan plant vast fields of barley or rounded up the cattle every night.
Skill proficiencies: Animal Handling, Nature
Tool proficiencies: One set of artisan's tools, vehicles (land)
Equipment: A set of common clothes, a staff, a sturdy worknife, a donkey or mule (or similar beast of burden), and a belt pouch containing 5 gp.
Feature: Planning Ahead
Your years spent living by the seasons have given you a knack for knowing what you'll run out of tomorrow, no matter what you have on hand today. At any time that you find yourself in need of a specific piece of mundane equipment that *could* be concealed in your gear, such as a length of rope or a spyglass in your backpack or a set of bowyer's tools in your wagon, you have that piece of equipment.
Regardless of the list price, nothing you find in your bags is of high enough quality to be sold for more than 20 gp.
Your livelihood has been saving the lives of others. You are the local wise man, the ship's sawbones, a nurse at the temple clinic or just the village doctor, ready to wander out from your home and heal the wider world.
Skill proficiencies: Medicine, Insight
Tool proficiencies: Herbalism kit
Languages: One additional language
Equipment: A set of common clothes, an herbalism kit, five candles, a set of needles and strong twine, a dog-eared book and a belt pouch containing 15 gp.
Feature: Healer's boon
You gain a measure of protection due to your deeds in any civilized location where you are known as a healer. This usually takes the form of modest room and board in exchange for your services, efforts to conceal your presence, or a willingness to talk before shooting by hostile forces. If you do anything to cause harm to your hosts, these benefits are lost.
You've sold your skill at combat to pay the rent, whether as part of an organized group or guild like the Iron Wolves, a bounty hunting agent of the state, or as a freelancer keeping bandits and dire hares off farmers' property.
Skill proficiencies: Investigation, Intimidation
Tool proficiencies: One type of gaming set
Languages: One additional language
Equipment: A set of common clothes, a warm cloak with a hood, a gaming set, a map of a nearby city, a bag of caltrops, a lantern, a sealed letter with the details of a job or assignment and a belt pouch containing 20 gp.
Feature: Ear to the Ground
Information seems to find you. Any time you spend at least three hours in a town, city or other major center of population, you automatically come across at least one job offer, significant rumor, or hint toward the pursuit of your current quest.
Edit: Took Healer out of Healer.
I basically only worried about the mechanics; if my players need roleplaying aids I'll encourage them to just pick from across all the existing backgrounds, there's more than enough to start from there.
So!
You grew up living off the land. You raised sheep for wool, kept an orchard, helped your clan plant vast fields of barley or rounded up the cattle every night.
Skill proficiencies: Animal Handling, Nature
Tool proficiencies: One set of artisan's tools, vehicles (land)
Equipment: A set of common clothes, a staff, a sturdy worknife, a donkey or mule (or similar beast of burden), and a belt pouch containing 5 gp.
Feature: Planning Ahead
Your years spent living by the seasons have given you a knack for knowing what you'll run out of tomorrow, no matter what you have on hand today. At any time that you find yourself in need of a specific piece of mundane equipment that *could* be concealed in your gear, such as a length of rope or a spyglass in your backpack or a set of bowyer's tools in your wagon, you have that piece of equipment.
Regardless of the list price, nothing you find in your bags is of high enough quality to be sold for more than 20 gp.
Your livelihood has been saving the lives of others. You are the local wise man, the ship's sawbones, a nurse at the temple clinic or just the village doctor, ready to wander out from your home and heal the wider world.
Skill proficiencies: Medicine, Insight
Tool proficiencies: Herbalism kit
Languages: One additional language
Equipment: A set of common clothes, an herbalism kit, five candles, a set of needles and strong twine, a dog-eared book and a belt pouch containing 15 gp.
Feature: Healer's boon
You gain a measure of protection due to your deeds in any civilized location where you are known as a healer. This usually takes the form of modest room and board in exchange for your services, efforts to conceal your presence, or a willingness to talk before shooting by hostile forces. If you do anything to cause harm to your hosts, these benefits are lost.
You've sold your skill at combat to pay the rent, whether as part of an organized group or guild like the Iron Wolves, a bounty hunting agent of the state, or as a freelancer keeping bandits and dire hares off farmers' property.
Skill proficiencies: Investigation, Intimidation
Tool proficiencies: One type of gaming set
Languages: One additional language
Equipment: A set of common clothes, a warm cloak with a hood, a gaming set, a map of a nearby city, a bag of caltrops, a lantern, a sealed letter with the details of a job or assignment and a belt pouch containing 20 gp.
Feature: Ear to the Ground
Information seems to find you. Any time you spend at least three hours in a town, city or other major center of population, you automatically come across at least one job offer, significant rumor, or hint toward the pursuit of your current quest.
Edit: Took Healer out of Healer.